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Aisha Barokah; Dearezha Priska; Ernita Wira Hastuti; Yuli Kartika Putri; Miftahir Rizqa

Aljabar : Jurnal Ilmuan Pendidikan, Matematika dan Kebumian 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Learning mathematics not only focuses on mastering concepts and calculation skills, but also requires creating a conducive learning environment so that students can think critically, logically, and creatively. A conducive learning environment plays a crucial role in fostering student motivation and active engagement, making the success of the learning process highly dependent on the strategies implemented by the teacher. This research aims to describe mathematics teachers' strategies in creating a conducive learning environment thru the application of active and contextual learning strategies. The method used is library research, which involves collecting and reviewing various scientific sources such as books, journals, and academic articles relevant to the research topic. The research results indicate that active learning strategies are able to increase student participation, strengthen reasoning abilities, and foster learning motivation. Teachers play an important role as facilitators, motivators, mediators, and evaluators, directly influencing the learning climate in the classroom. Contextual learning strategies like REACT (Relating, Experiencing, Applying, Cooperating, Transferring) have proven effective in connecting mathematical concepts with students' real-life experiences and creating a fun and meaningful learning environment. In addition, humanistic classroom management, the use of technology, and adapting learning to students' different abilities are supporting factors in achieving a conducive learning environment. The implications of this research indicate that the success of mathematics learning is not solely determined by the methods used, but also by the teacher's ability to build positive relationships with students and create an interactive, adaptive learning environment that optimally fosters students' potential development.

Dian Muhammad; Asep Irfan Saeful Milah

Jurnal Budi Pekerti Agama Islam 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This study aims to identify and analyze effective learning strategies for improving Qur’an reading and writing skills among elementary school students. The ability to read and write the Qur’an serves as an essential foundation for students’ spiritual, moral, and cognitive development, shaping their Islamic character from an early age. This research employs a descriptive approach using a literature study method that reviews various sources, including books, journals, and previous studies related to Qur’an learning at the elementary school level. The findings indicate that a combination of several innovative strategies proves to be highly effective in enhancing Qur’an literacy skills. These strategies include the use of engaging and interactive digital learning media, the application of contextual learning approaches that connect Qur’anic teachings to students’ daily lives, and the implementation of the Problem-Based Learning model to foster critical thinking and problem-solving skills. Furthermore, strengthening students’ intrinsic motivation through a supportive and religious learning environment plays a crucial role in maintaining learning interest and discipline. The integrated implementation of these strategies not only improves students’ technical ability to read and write the Qur’an but also reinforces their character, responsibility, and spiritual awareness in the context of Islamic education at the elementary level.

Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.

Kardiana Metha Rozhana; Kardiana Zendha Avalentina; Adi Tri Atmaja

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

The objective of this research is to improve student learning interest in nonfiction texts through the implementation of E-Litera, a digital-based interactive literacy media. This study utilized a classroom action research design conducted in two cycles involving 24 fourth-grade students at SDN Sidomulyo. Data were obtained from questionnaires, observations, interviews, and documentation. The results showed a significant improvement in student learning outcomes throughout the research process. In the pre-action phase, only 8 students (33.3%) achieved the minimum mastery criteria, while 16 students (66.7%) did not meet the criteria. This figure increased to 12 students (50%) in the first cycle, and significantly rose to 20 students (83.3%) in the second cycle. The enhanced performance in the final cycle reflects the effectiveness of E-Litera in providing visually engaging and structured content, which helped deepen students' understanding of nonfiction materials. These findings support the use of E-Litera as a meaningful and engaging digital media to foster reading interest and improve comprehension skills in elementary education. By using E-Litera, the teaching and learning process can be more effective and enjoyable, ultimately improving the quality of student learning.

Yonatan Novelius; Yusawinur Barella; M Zainul Hafizi; Hadi Wiyono

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to determine the effectiveness of the Problem-Based Learning (PBL) model assisted by Doratoon animation videos on students’ conceptual understanding in Social Studies for eighth-grade students of SMP Negeri 6 Sengah Temila. This research employed a quantitative approach using a quasi-experimental method with a Pretest-Posttest Control Group Design. The population in this study consisted of all eighth-grade students, with two classes selected as samples using a purposive sampling technique. The experimental class was taught using the PBL model assisted by Doratoon animation videos, while the control class used Canva media. The research instrument was a multiple-choice test consisting of 20 questions administered before and after the treatment to measure students’ conceptual understanding. The data analysis results showed that the average N-Gain score of the experimental class was 21.6% (low category), while the control class scored 22.6% (low category). The independent sample t-test yielded a significance value of 0.000 < 0.05, indicating a significant difference between the experimental and control classes. Therefore, the Problem-Based Learning model assisted by Doratoon animation videos was proven to be more effective than Canva media in improving students’ conceptual understanding in Social Studies. The results of this study are expected to serve as a reference for teachers in applying innovative learning media to support more interactive and meaningful learning.

Ega Devianti; Robinson Situmorang; Mita Septiani

Prosiding Seminar Nasional Ilmu Pendidikan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to synthesize the relationship between learning styles and instructional media in optimizing 21st-century skills among Diploma Three (D3) vocational students. The research employed a simple literature review method by analyzing 20 national and international journal articles published between 2018 and 2024. The results reveal that the alignment between learning styles (visual, auditory, kinesthetic) and the types of instructional media significantly influences the development of critical thinking, creativity, communication, and collaboration skills. Technology-based media, such as interactive videos, learning management systems (LMS), and virtual simulations, effectively accommodate diverse learning preferences while enhancing students’ motivation and engagement. Furthermore, integrating such media not only supports individual learning needs but also fosters a more dynamic and inclusive educational environment. The study concludes that integrating learning styles with digital-based media serves as an effective strategy to produce competent and adaptive vocational graduates who are well-prepared to face the challenges of Industry 4.0 and Society 5.0.

Sifiyana, Selfi; Rudiyanto, Arif Rifan; Mustagfirin, Mustagfirin; Arifiani, Rina; Sifiyana, Selfi +3 more

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Learning Hijaiyah letters is an essential foundation for studying the Qur’an, especially in early childhood. Traditional learning methods are often considered less engaging because they tend to be monotonous and non-interactive. This study aims to design and develop an Android-based Hijaiyah letter learning application using the Kodular platform by implementing the Multimedia Development Life Cycle (MDLC) method. The MDLC stages include concept, design, material collection, construction, testing, and distribution. This application has several prominent features, including an introduction to Hijaiyah letters, illustrated practice questions with a randomisation system, and automatic assessment displaying learning scores. Test results show that the application runs well on various Android devices and all functions, such as navigation between screens, question randomisation, and score display, work as expected. Based on user trials, this application is practical at increasing students’ interest and understanding of Hijaiyah letters through interactive, enjoyable learning.

Fahmi Anhar Muladi; Maria Paristiowati; Cecep Kustandi

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the relationship between learning styles and learning media in optimizing 21st-century skills among Diploma Three (D3) vocational students. Through systematic analysis of 74 relevant national and international journal articles published between 2018 and 2024 from Scopus database, this study reveals that the alignment between learning styles (visual, auditory, kinesthetic) and learning media significantly influences the development of critical thinking, creativity, communication, and collaboration skills. Technology-based media such as interactive videos, learning management systems (LMS), and virtual simulations effectively accommodate diverse learning preferences while enhancing students' motivation and engagement in the learning process. The findings indicate that e-modules integrating problem-based learning (PBL) demonstrate effectiveness rates of 65-85% in improving critical thinking skills. This research concludes that the integration of learning styles with digital-based learning media serves as an effective strategy to produce competent and adaptive vocational graduates who are well-prepared to face the challenges of Industry 4.0 and Society 5.0.

Ryan Marina; Dimas Prasetya; Arditya Prayogi; Alif Adhar Amatullah; Keisha Kirania Safitri

Jurnal Pengabdian dan Kesejahteraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Early Childhood Education is a fundamental phase in the formation of a child's character and basic skills. This period, known as the golden age, is crucial for providing appropriate stimulation so that all aspects of a child's development can develop optimally. The limited learning resources at the Bajo Sayang Early Childhood Education on Boleng Island, West Manggarai Regency, drove the need for innovative, simple yet meaningful learning media. This community service activity aims to implement interactive storytelling as a learning medium that can stimulate the cognitive and social-emotional aspects of early childhood. The implementation method used a participatory and interactive approach, where children are actively involved through questions and answers, emotional expression, and supporting activities such as singing and dancing. The results of the activity indicate that the interactive storytelling method can improve children's concentration and courage in expressing opinions. Furthermore, children also demonstrate a better understanding of basic emotions such as happiness, sadness, and anger, as well as increased empathy for the story characters.

Arcita Rizara; Dwi Kusumawardani; Mita Septiani

Proceeding of the International Conference on Global Education and Learning 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This systematic literature review examines the effectiveness of game-based learning (GBL) interactive e-modules in improving students' learning concentration. The study synthesizes the findings from eight research articles published between 2012 and 2025. The analysis reveals that GBL-based e-modules significantly enhance learning motivation, with validity rates ranging from 90% to 99%. Additionally, the use of interactive platforms such as Wordwall, Gimkit, and other digital tools effectively supports various learning styles, particularly visual and kinesthetic learners. The review highlights that student engagement levels improve significantly, ranging from 67.42% to 87.12%. Furthermore, these e-modules positively impact learning outcomes, providing a more engaging and interactive approach to education. By integrating gamification elements, the e-modules create a dynamic and motivating learning environment that fosters better concentration and focus among students. The review concludes that GBL-based e-modules are an effective educational strategy, particularly in geography education at the high school level. These tools not only engage students in a fun and interactive manner but also improve their ability to focus, leading to enhanced learning experiences. As a result, incorporating GBL-based e-modules in educational practices can contribute to better learning concentration and overall academic performance.

Andi Nurul Hidayatullah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2025 Lembaga Pengembangan Kinerja Dosen

This study discusses the innovation of Arabic language learning strategies based on communicative skills that emphasizes mastery of four main aspects, namely listening (istima'), speaking (kalam), reading (qira'ah), and writing (kitabah). The background of the research departs from the problem that Arabic language learning in many educational institutions is still dominated by traditional approaches that focus on memorization and translation. As a result, students have difficulty in applying Arabic actively and communicatively. This research aims to describe the concept of language skills-based learning, identify effective methods, and analyze obstacles and implementable solutions. Using a qualitative approach with descriptive methods through literature studies, observations, and interviews, this study found that language skills-based approaches are more effective in improving communication skills than traditional methods. Methods such as Direct Method, Communicative Approach, Audio-Lingual Method, and Total Physical Response (TPR) have been proven to be able to increase students' participation and language competence. In addition, the use of digital media and interactive applications strengthens the learning process. However, limited resources, lack of interactive media, and lack of practice time are major challenges. This study concludes that technology integration, improving educator competencies, and preparing a practice-based curriculum are the keys to the success of Arabic language learning that is communicative and relevant to the needs of the modern era.

Indah Damayanti; Sukirno Sukirno

International Journal of Economics, Commerce, and Management 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to develop interactive PowerPoint-based audio-visual learning media for Grade X Economics and to test its feasibility and effectiveness in improving student activity and learning outcomes. The method used is Research and Development (R&D) with the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects consisted of students in grades X6 and X7 at SMA N 1 Ngluar and SMA Muhammadiyah 1 Muntilan. Data were collected through interviews, questionnaires, and learning outcome tests. The feasibility test results showed that the interactive PowerPoint media was considered very feasible to use, with an average score of 4.6 from subject matter experts, 4.8 from media experts, 4.45 from teachers, and 4.5 from students. The effectiveness test showed N-Gain Scores for activity and learning outcomes of 0.42 and 0.58, respectively, at SMA N 1 Ngluar and 0.44 and 0.55 at SMA Muhammadiyah 1 Muntilan. Thus, interactive PowerPoint media is effective in increasing student activity and learning outcomes in economics learning.

Nilna Afifatul Alfiyah; Nur Isroatul Khusna

WISSEN : Jurnal Ilmu Sosial dan Humaniora 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This research is motivated by the low learning outcomes and activeness of class VII F students of MTs Darul Hikmah Tulungagung in Social Studies (IPS) lessons due to the use of monotonous lecture methods. The purpose of this study is to improve students' activeness and cognitive abilities through the application of board-based scrabble media. This research is a Classroom Action Research (CAR) which was carried out in two cycles with four stages: planning, implementation, observation, and reflection. The research subjects were 27 students, with data collection techniques through tests, observation, and documentation, and data analysis using average scores. Student activeness was observed based on learning activeness indicators, while cognitive abilities were measured through pre-tests and post-tests based on Bloom's taxonomy. The results of the study showed an increase in student activeness from 62% in cycle I to 87% in cycle II, as well as an increase in the average cognitive ability from 18.51% to 77.77%. These findings indicate that scrabble media is effective in improving students' activeness and cognitive abilities in IPS learning.  The implication is that game-based learning media can be widely applied to non-language materials to create more interactive and meaningful learning.

Salma Fitriani Novanda; Putri Nala Luthfiyah; Mariyatul Fadlilah; Fatimah Azzahra; Ferida Rahmawati

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to describe the implementation of co-curricular activities in instilling edupreneurship values through the production of “Keripik Lumer” (Melted Chips) among fourth-grade students at MIM Kauman Wiradesa. The activity was designed as contextual learning that emphasizes not only entrepreneurial skills but also Islamic values such as honesty, responsibility, and independence. This research employed a qualitative descriptive approach involving teachers and fourth-grade students as participants. Data were collected through observation, interviews, and documentation, then analyzed interactively using data reduction, presentation, and conclusion drawing. The results indicate that the co-curricular activity was implemented in a planned, systematic, and continuous manner through three stages: planning, implementation, and evaluation. The teacher acted as a facilitator who guided students to develop responsibility, teamwork, creativity, and motivation throughout the process. Students demonstrated high enthusiasm, independence, and discipline during the activities. Through direct experience, students not only understood entrepreneurial concepts but also internalized positive character traits such as cooperation, self-confidence, and perseverance. Therefore, co-curricular activities based on local products like “Keripik Lumer” proved effective as contextual learning media that foster an entrepreneurial spirit from an early age. This program can serve as an innovative learning model for the development of entrepreneurship education in elementary schools and madrasahs.

Ayesha Nayra E.; Mutia Sandrina; Rifa Aska Auliya; Sherly Purnama Sari; Rita Kurnia +1 more

Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to describe the professional competence of Early Childhood Education (ECE) teachers in implementing technology-based learning at PAUD “X”. Teacher professionalism plays a crucial role in determining the quality of early childhood learning, particularly in the digital era where educators are expected to adapt to technological advancements. This research employs a descriptive qualitative approach, utilizing observations and semi-structured interviews to obtain an in-depth understanding of teachers’ abilities in managing learning processes, mastering instructional content, and integrating appropriate learning media. The findings indicate that teachers demonstrate strong pedagogical, social, and personal competencies. They successfully create an engaging and  developmentally appropriate learning environment, use language that is easily understood by young children, and exhibit patience, discipline, and effective communication skills. Positive interaction among teachers, children, and parents contributes to a supportive and collaborative learning atmosphere. Teachers also incorporate simple learning materials, such as origami and visual aids, to enhance student engagement. Nevertheless, the study reveals that teachers’ professional competence in utilizing digital technology remains limited. Although technological tools are available, several teachers lack confidence and technical skills in operating digital devices, such as projectors and interactive media. Insufficient training and mentoring are identified as primary barriers. The study concludes that strengthening teachers’ technological competence should be prioritized through continuous professional development programs, including structured training and peer mentoring. Enhanced technological skills will enable teachers to design learning experiences that are more interactive, innovative, and responsive to the developmental needs of young children.

Suryo Bayu Tirto Aji

World Journal of Islamic Learning and Teaching 2025 Asosiasi Riset Ilmu Pendidkan Agama dan Filsafat Indonesia

This study aims to develop a social media-based learning platform, specifically an Instagram account (@AIK_Muh5), for Islamic Religious Education (AIK) at Muhammadiyah Junior High School, using the first two stages of the ADDIE model (Analysis and Design). The study is based on theoretical frameworks such as social media-based learning, the challenges of AIK in the 21st century, and educational theories like constructivism and connectivism. The platform is designed to offer interactive and engaging learning through visual content like infographics, educational videos, and Instagram’s interactive features (polls, stories, comments, and live sessions). This approach aims to enhance students' digital literacy, provide relevant content, and strengthen Islamic character. While the platform has potential, it faces limitations, including a lack of empirical data to measure its effectiveness, the risk of oversimplifying complex AIK material, and an unclear evaluation system. Additionally, access issues and age restrictions hinder its use. The study suggests continuous development, integration with face-to-face learning, and inclusive strategies to ensure equitable access for all students, positioning this platform as a model for AIK learning in the digital age.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Jurnal Pengabdian Masyarakat Terapan 2025 Lembaga Pengembangan Kinerja Dosen

This community service activity aims to provide insight and training to teachers and lecturers who are members of the Multimedia and Information Technology Professional Association (PPMULTINDO) regarding the use of the Quizizz application as a learning evaluation medium. The background of this activity is that there is a challenge for educators to continue to innovate in the digital era, but there are still obstacles in the form of a lack of introduction and insight into Quizizz, as well as the assumption that the development of technology-based evaluation media is complicated. This training was carried out online through the Zoom application with tutorial, guidance, and consultation methods. The results achieved are that the trainees gain basic understanding and skills in using Quizizz to support a more effective and interactive learning process. This activity is expected to motivate teachers and lecturers to develop technology-based evaluation media and contribute to the advancement of education in the future.

Zhafira Zhafira; Ilun Mualifah

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine in depth the learning strategies implemented in the Bilingual-A class to develop early childhood language skills. The development of language skills in early childhood is an important aspect to consider, as language functions as the main medium for children to communicate, think, and express their feelings and ideas. However, language development problems often arise due to a lack of sufficient linguistic stimulation, both at home and in the learning environment. To address this issue, the study employs a descriptive qualitative approach through observation, in-depth interviews, and documentation involving teachers and children in the Bilingual-A class at RA Masjid Al-Akbar Surabaya. Through this approach, the researcher seeks to obtain a clear picture of how bilingual learning strategies are applied in daily classroom activities. The findings reveal that the applied learning strategies include communicative approaches, the use of enjoyable bilingual songs and games, and various visual media such as pictures, word cards, and teaching aids. The implementation of these strategies has proven effective in enhancing children’s vocabulary mastery, sentence construction ability, and confidence in communicating using two languages. These findings highlight the crucial role of teachers in designing engaging, interactive, and developmentally appropriate learning activities that holistically support children’s language growth.  

Halawa, Sovantri Putra Paskah; Sinaga, Rizal Muslim; Simbolon, Agata Putri Handayani; Priscilia, Selfi Audy; Perdana, Adidtya +5 more

JUISI : Jurnal Ilmiah Sistem Informasi 2025 LPPM Universitas Sains dan Teknologi Komputer

Peningkatan minat masyarakat Indonesia terhadap bahasa Jepang mendorong kebutuhan akan media pembelajaran yang lebih interaktif dan fleksibel. Namun, banyak aplikasi yang tersedia masih terbatas pada penyajian materi tanpa sistem progres belajar yang adaptif. Penelitian ini bertujuan untuk mengembangkan aplikasi mobile “Andana” sebagai platform pembelajaran bahasa Jepang interaktif berbasis Flutter dan Firebase. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan pendekatan software engineering. Proses pengembangan mencakup analisis kebutuhan, perancangan sistem, implementasi, dan pengujian fungsional. Data penelitian bersumber dari hasil uji coba fungsionalitas dan evaluasi performa aplikasi oleh pengguna. Aplikasi Andana dirancang dengan dua peran utama, yaitu pengguna dan admin, serta dilengkapi fitur pembelajaran berbasis multimedia (PDF, video, audio), flashcard, latihan mendengarkan, berbicara, dan sistem catatan pribadi. Hasil penelitian menunjukkan bahwa seluruh fungsi aplikasi berjalan dengan baik, dengan sinkronisasi data real-time dan tampilan antarmuka yang responsif. Integrasi antara Flutter dan Firebase terbukti mendukung pengelolaan data pengguna dan pembaruan konten secara dinamis. Kontribusi penelitian ini terletak pada pengembangan model aplikasi pembelajaran berbasis cloud yang adaptif dan mudah dikembangkan. Implikasinya, aplikasi Andana berpotensi menjadi media belajar bahasa Jepang yang efisien, menarik, serta dapat diadaptasi untuk bahasa asing lainnya di masa mendatang.

Hasnah Faizah; Eka Rahayu Putri; Muhammad Imam Arifandy; Nabilatuzzahwa Nabilatuzzahwa; Riski Alfalah

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to analyze the effectiveness of using the Telegram application as an innovative digital learning medium in the Malay Culture course at Universitas Riau. The integration of technology in education has become essential in enhancing learning outcomes and student engagement, particularly in cultural-based subjects that require active interaction and collaboration. This research employed a qualitative descriptive method, with data collected through questionnaires, interviews, and documentation. The results indicate that the Telegram application provides significant benefits in facilitating the learning process. It enables efficient distribution of learning materials, smooth communication between lecturers and students, and the creation of interactive discussion spaces. Moreover, Telegram’s features—such as group chats, file sharing, and polls—encourage student participation, improve accessibility to resources, and foster collaborative learning. The study also found that students felt more motivated, independent, and responsible in managing their learning activities through this platform. Overall, the use of Telegram has proven to be effective, practical, and adaptable in supporting the teaching and learning process of the Malay Culture course. Therefore, it is recommended that Telegram be utilized not only in cultural studies but also across other academic disciplines to enhance the quality of online and blended learning environments.